uniform sampler2D textBase;
uniform float flashValue;

void main()
{
	vec4 baseColor = texture2D(textBase,gl_TexCoord[0].st);

	if(flashValue>0)
	{
		baseColor.r = baseColor.r + (1.0 - baseColor.r) * flashValue;
		baseColor.g = baseColor.g + (1.0 - baseColor.g) * flashValue;
		baseColor.b = baseColor.b + (1.0 - baseColor.b) * flashValue;
	}

	gl_FragColor = baseColor;
}
